/*
 * Copyright (C) 1997-2001 Id Software, Inc.
 *
 * This program is free software; you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation; either version 2 of the License, or (at
 * your option) any later version.
 *
 * This program is distributed in the hope that it will be useful, but
 * WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
 *
 * See the GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
 * 02111-1307, USA.
 *
 * =======================================================================
 *
 * The berserker.
 *
 * =======================================================================
 */

#include "../../header/local.h"
#include "berserker.h"

static int sound_pain;
static int sound_die;
static int sound_idle;
static int sound_punch;
static int sound_sight;
static int sound_search;

void
berserk_sight(edict_t *self, edict_t *other /* unused */)
{
	if (!self)
	{
		return;
	}

	gi.sound(self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
}

void
berserk_search(edict_t *self)
{   
	if (!self)
	{
		return;
	}
 
	gi.sound(self, CHAN_VOICE, sound_search, 1, ATTN_NORM, 0);
}

void berserk_fidget(edict_t *self);

mframe_t berserk_frames_stand[] = {
	{ai_stand, 0, berserk_fidget},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL}
};

mmove_t berserk_move_stand =
{
	FRAME_stand1, 
	FRAME_stand5, 
	berserk_frames_stand, 
	NULL};

void
berserk_stand(edict_t *self)
{  
	if (!self)
	{
		return;
	}
 
	self->monsterinfo.currentmove = &berserk_move_stand;
}

mframe_t berserk_frames_stand_fidget[] = {
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL}
};

mmove_t berserk_move_stand_fidget =
{
	FRAME_standb1, 
	FRAME_standb20, 
	berserk_frames_stand_fidget, 
	berserk_stand
};

void
berserk_fidget(edict_t *self)
{  
	if (!self)
	{
		return;
	}
 
	if (self->monsterinfo.aiflags & AI_STAND_GROUND)
	{
		return;
	}

	if (random() > 0.15)
	{
		return;
	}

	self->monsterinfo.currentmove = &berserk_move_stand_fidget;
	gi.sound(self, CHAN_WEAPON, sound_idle, 1, ATTN_IDLE, 0);
}

mframe_t berserk_frames_walk[] = {
	{ai_walk, 9.1, NULL},
	{ai_walk, 6.3, NULL},
	{ai_walk, 4.9, NULL},
	{ai_walk, 6.7, NULL},
	{ai_walk, 6.0, NULL},
	{ai_walk, 8.2, NULL},
	{ai_walk, 7.2, NULL},
	{ai_walk, 6.1, NULL},
	{ai_walk, 4.9, NULL},
	{ai_walk, 4.7, NULL},
	{ai_walk, 4.7, NULL},
	{ai_walk, 4.8, NULL}
};
mmove_t berserk_move_walk =
{
	FRAME_walkc1, 
	FRAME_walkc11, 
	berserk_frames_walk, 
	NULL
};

void
berserk_walk(edict_t *self)
{   
	if (!self)
	{
		return;
	}
 
	self->monsterinfo.currentmove = &berserk_move_walk;
}

mframe_t berserk_frames_run1[] = {
	{ai_run, 21, NULL},
	{ai_run, 11, NULL},
	{ai_run, 21, NULL},
	{ai_run, 25, NULL},
	{ai_run, 18, NULL},
	{ai_run, 19, NULL}
};

mmove_t berserk_move_run1 = 
{
	FRAME_run1, 
	FRAME_run6, 
	berserk_frames_run1, 
	NULL
};

void
berserk_run(edict_t *self)
{    
	if (!self)
	{
		return;
	}
 
	if (self->monsterinfo.aiflags & AI_STAND_GROUND)
	{
		self->monsterinfo.currentmove = &berserk_move_stand;
	}
	else
	{
		self->monsterinfo.currentmove = &berserk_move_run1;
	}
}

void
berserk_attack_spike(edict_t *self)
{
	static vec3_t aim = {MELEE_DISTANCE, 0, -24};
      
	if (!self)
	{
		return;
	}
 
	fire_hit(self, aim, (15 + (rand() % 6)), 400); /*	Faster attack -- upwards and backwards */
}

void
berserk_swing(edict_t *self)
{      
	if (!self)
	{
		return;
	}
 
	gi.sound(self, CHAN_WEAPON, sound_punch, 1, ATTN_NORM, 0);
}

mframe_t berserk_frames_attack_spike[] = {
	{ai_charge, 0, NULL},
	{ai_charge, 0, NULL},
	{ai_charge, 0, berserk_swing},
	{ai_charge, 0, berserk_attack_spike},
	{ai_charge, 0, NULL},
	{ai_charge, 0, NULL},
	{ai_charge, 0, NULL},
	{ai_charge, 0, NULL}
};

mmove_t berserk_move_attack_spike =
{
	FRAME_att_c1, 
	FRAME_att_c8, 
	berserk_frames_attack_spike, 
	berserk_run
};

void
berserk_attack_club(edict_t *self)
{
	vec3_t aim;
        
	if (!self)
	{
		return;
	}
 
	VectorSet(aim, MELEE_DISTANCE, self->mins[0], -4);
	fire_hit(self, aim, (5 + (rand() % 6)), 400);       /* Slower attack */
}

mframe_t berserk_frames_attack_club[] = {
	{ai_charge, 0, NULL},
	{ai_charge, 0, NULL},
	{ai_charge, 0, NULL},
	{ai_charge, 0, NULL},
	{ai_charge, 0, berserk_swing},
	{ai_charge, 0, NULL},
	{ai_charge, 0, NULL},
	{ai_charge, 0, NULL},
	{ai_charge, 0, berserk_attack_club},
	{ai_charge, 0, NULL},
	{ai_charge, 0, NULL},
	{ai_charge, 0, NULL}
};

mmove_t berserk_move_attack_club =
{
	FRAME_att_c9, 
	FRAME_att_c20, 
	berserk_frames_attack_club,
   	berserk_run
};

void
berserk_strike(edict_t *self)
{
	/* Unused, but removal is
	   very PITA. Let it be... */
}

mframe_t berserk_frames_attack_strike[] = {
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, berserk_swing},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, berserk_strike},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 9.7, NULL},
	{ai_move, 13.6, NULL}
};

mmove_t berserk_move_attack_strike =
{
	FRAME_att_c21,
   	FRAME_att_c34,
   	berserk_frames_attack_strike, 
	berserk_run
};

void
berserk_melee(edict_t *self)
{                                
	if (!self)
	{
		return;
	}
 
	if ((rand() % 2) == 0)
	{
		self->monsterinfo.currentmove = &berserk_move_attack_spike;
	}
	else
	{
		self->monsterinfo.currentmove = &berserk_move_attack_club;
	}
}

mframe_t berserk_frames_pain1[] = {
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL}
};

mmove_t berserk_move_pain1 =
{
	FRAME_painc1, 
	FRAME_painc4, 
	berserk_frames_pain1, 
	berserk_run};

mframe_t berserk_frames_pain2[] = {
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL}
};

mmove_t berserk_move_pain2 =
{
	FRAME_painb1, 
	FRAME_painb20, 
	berserk_frames_pain2, 
	berserk_run
};

void
berserk_pain(edict_t *self, edict_t *other /* unused */, 
		float kick /* unused */, int damage)
{   
	if (!self)
	{
		return;
	}
 
	if (self->health < (self->max_health / 2))
	{
		self->s.skinnum = 1;
	}

	if (level.time < self->pain_debounce_time)
	{
		return;
	}

	self->pain_debounce_time = level.time + 3;
	gi.sound(self, CHAN_VOICE, sound_pain, 1, ATTN_NORM, 0);

	if (skill->value == 3)
	{
		return; /* no pain anims in nightmare */
	}

	if ((damage < 20) || (random() < 0.5))
	{
		self->monsterinfo.currentmove = &berserk_move_pain1;
	}
	else
	{
		self->monsterinfo.currentmove = &berserk_move_pain2;
	}
}

void
berserk_dead(edict_t *self)
{     
	if (!self)
	{
		return;
	}
 
	VectorSet(self->mins, -16, -16, -24);
	VectorSet(self->maxs, 16, 16, -8);
	self->movetype = MOVETYPE_TOSS;
	self->svflags |= SVF_DEADMONSTER;
	self->nextthink = 0;
	gi.linkentity(self);
}

mframe_t berserk_frames_death1[] = {
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL}
};

mmove_t berserk_move_death1 =
{
	FRAME_death1, 
	FRAME_death13, 
	berserk_frames_death1, 
	berserk_dead
};

mframe_t berserk_frames_death2[] = {
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL}
};

mmove_t berserk_move_death2 =
{
	FRAME_deathc1,
   	FRAME_deathc8, 
	berserk_frames_death2, 
	berserk_dead};

void
berserk_die(edict_t *self, edict_t *inflictor /* unused */, edict_t *attacker /* unused */,
		int damage, vec3_t point /* unused */)
{
	int n;
 
	if (!self)
	{
		return;
	}
 
	if (self->health <= self->gib_health)
	{
		gi.sound(self, CHAN_VOICE, gi.soundindex( "misc/udeath.wav"), 1, ATTN_NORM, 0);

		for (n = 0; n < 2; n++)
		{
			ThrowGib(self, "models/objects/gibs/bone/tris.md2",
					damage, GIB_ORGANIC);
		}

		for (n = 0; n < 4; n++)
		{
			ThrowGib(self, "models/objects/gibs/sm_meat/tris.md2",
					damage, GIB_ORGANIC);
		}

		ThrowHead(self, "models/objects/gibs/head2/tris.md2",
				damage, GIB_ORGANIC);
		self->deadflag = DEAD_DEAD;
		return;
	}

	if (self->deadflag == DEAD_DEAD)
	{
		return;
	}

	gi.sound(self, CHAN_VOICE, sound_die, 1, ATTN_NORM, 0);
	self->deadflag = DEAD_DEAD;
	self->takedamage = DAMAGE_YES;

	if (damage >= 50)
	{
		self->monsterinfo.currentmove = &berserk_move_death1;
	}
	else
	{
		self->monsterinfo.currentmove = &berserk_move_death2;
	}
}

/*
 * QUAKED monster_berserk (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
 */
void
SP_monster_berserk(edict_t *self)
{    
	if (!self)
	{
		return;
	}
 
	if (deathmatch->value)
	{
		G_FreeEdict(self);
		return;
	}

	/* pre-caches */
	sound_pain = gi.soundindex("berserk/berpain2.wav");
	sound_die = gi.soundindex("berserk/berdeth2.wav");
	sound_idle = gi.soundindex("berserk/beridle1.wav");
	sound_punch = gi.soundindex("berserk/attack.wav");
	sound_search = gi.soundindex("berserk/bersrch1.wav");
	sound_sight = gi.soundindex("berserk/sight.wav");

	self->s.modelindex = gi.modelindex("models/monsters/berserk/tris.md2");
	VectorSet(self->mins, -16, -16, -24);
	VectorSet(self->maxs, 16, 16, 32);
	self->movetype = MOVETYPE_STEP;
	self->solid = SOLID_BBOX;

	self->health = 240;
	self->gib_health = -60;
	self->mass = 250;

	self->pain = berserk_pain;
	self->die = berserk_die;

	self->monsterinfo.stand = berserk_stand;
	self->monsterinfo.walk = berserk_walk;
	self->monsterinfo.run = berserk_run;
	self->monsterinfo.dodge = NULL;
	self->monsterinfo.attack = NULL;
	self->monsterinfo.melee = berserk_melee;
	self->monsterinfo.sight = berserk_sight;
	self->monsterinfo.search = berserk_search;

	self->monsterinfo.currentmove = &berserk_move_stand;
	self->monsterinfo.scale = MODEL_SCALE;

	gi.linkentity(self);

	walkmonster_start(self);
}

